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What are you doing with Wolfenstein?
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Thomas
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PostPosted: Wed Nov 28, 2012 6:38 am
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Of course I know they're called "mission packs", it's just that 'Lost Episodes' is what we're used to call it. It gives it a slightly more interesting edge, disguising it from what it really is - a semi-good map and graphics set.
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PostPosted: Wed Nov 28, 2012 6:53 am
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There's actually a difference between the two when it comes to wall sets? I never took notice to that. I think the version I have is mislabeled, because it says "The Ultimate Challenge" but the levels from what I've seen appear to be the ones typically shown as "Return to Danger", so I don't know. Anyway, it will be cool to see what you come up with. Heck maybe we could combine efforts, at some point, I dunno.

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PostPosted: Wed Nov 28, 2012 7:00 am
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Yes, Ultimate Challenge omits the laboratory walls (the white panels) as well as the 'cornfield' texture (you know, the dark yellow one), the stained glass texture, maybe there are more. I just did MAP- and OBJDATAs for both so I ought to remember that. Laughing - Given that LE uses the SOD EXE, there are many brown ceiling colors yet not one single brown wall texture. I'm not saying this is crucial, but it would be nice with more variety in colors there.
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PostPosted: Wed Nov 28, 2012 7:07 am
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Let me remind you I have released in the past MACres art for most of the enemies, Bosses and items.

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PostPosted: Wed Nov 28, 2012 3:06 pm
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Ringman wrote:
Well, I made a test-map last night that played around with the different wall combinations and what worked well and what didn't. There's definitely walls that will get removed and or replaced entirely, but I was surprised what can be done with the right combinations. Some of these walls make for really neat lighting effects.

I feel a bit more confident about this project, so I'm going to try my hand at building a few actual maps, and make some art changes as needed, but I'm really going to try to work with what's there as much as possible. I want to keep a "lost episodes" feel to the whole thing, while eliminating some of the more ridiculous portions.

Also, what is everyone's opinion on the bats? I've considered, keeping them as is, but at the very least correcting the back wing color to be blue like their hanging frames. Another alternative, would be making them gun-less, and fast flying melee enemies. Or Replacing them entirely with something else.


I'd suggest making them melee enemies and then adding the Totenkopf SDL mutants.
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PostPosted: Wed Nov 28, 2012 3:39 pm
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The Totenkopf SDL mutants are magnificent, and totally made for LE-themed mods as the original counterpart lacks actual mutant guards. I have no idea why bats were thought up as being useful or good replacements for those.
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PostPosted: Wed Nov 28, 2012 4:50 pm
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On my end, I'm pretty much doing the mapping thing per se. On E1L1, I have two halls and several rooms put in. Level Two's decoration was too sparse in comparison, so I've added a bit of detail there (perhaps a bit too much; I've filtered some of it back out, and it's still not enough).
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PostPosted: Wed Nov 28, 2012 5:05 pm
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I wonder if WSJ is working on a Project Eisenritter SDL

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PostPosted: Wed Nov 28, 2012 5:56 pm
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This is only a Prototype Showing what I've done soo far




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Thomas
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PostPosted: Thu Nov 29, 2012 2:12 am
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That looks very much like something before beta! Original E3M7?
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PostPosted: Sun Dec 02, 2012 3:58 pm
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This has a lower priority than Operation Serpent, but...

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PostPosted: Sun Dec 02, 2012 4:33 pm
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That looks very good Very Happy

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PostPosted: Sun Dec 02, 2012 6:36 pm
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I've been experimenting with palettes a little bit. Nothing too fancy, but just trying to get something that has a few colors I like. Like his bronze-ish brick wall.



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PostPosted: Mon Dec 03, 2012 6:27 am
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Well, I actually started on the first map, as well as made a few graphical changes, more to follow probably. Man its been so long since I've made a wolf map, its kind of slow going, but I'm trying to avoid using all my tricks in the first map so that there's a progression to everything. I assume the Mission packs work with the SDL version of SOD, right?

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PostPosted: Mon Dec 03, 2012 6:33 am
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Yes, or you can listen to my shameless plugging of ECWolf and develop it like that, since ECWolf supports the mission packs without having to change the mission pack file extensions to overwrite SOD's main files (you can just copy the .sd2 and .sd3 files to the game directory and those will be options on the game selection menu at startup if SOD is also installed), and your finished mod will be in a single tidy file that won't overwrite anything either.

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PostPosted: Mon Dec 03, 2012 3:24 pm
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Lozer_42 wrote:
I've been experimenting with palettes a little bit. Nothing too fancy, but just trying to get something that has a few colors I like. Like his bronze-ish brick wall.
If you're interested in what kind of brown shades will work best, I actually hand-crafted some for a palette. Each brown set has a different amount of Red in it. It's found here. Click "Download this file" to begin the download; the web page's layout is kind of confusing. Confused

Edit: Got a little bit more work done on the E1L1 level for my mod. About 90% of it is done, but one room needs some fine-tuning, and another needs to be replaced to gel with the rest of the level. I do have an idea for the last hidden locked area, but I haven't mapped it in yet.
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PostPosted: Mon Dec 03, 2012 7:03 pm
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PostPosted: Mon Dec 03, 2012 11:25 pm
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Ringman, that looks pretty cool. (No ice pun intended.) Smile
Thomas
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PostPosted: Tue Dec 04, 2012 12:40 am
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Yes, LE gets the swift kick in the ass that it deserves. Good work, sir.
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PostPosted: Tue Dec 04, 2012 6:54 am
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Yeah, looks great Smile

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PostPosted: Tue Dec 04, 2012 4:34 pm
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Thomas wrote:
Yes, LE gets the swift kick in the ass that it deserves. Good work, sir.
Ditto. The map design here is vastly superior to the LE releases. Smile
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PostPosted: Tue Dec 04, 2012 5:35 pm
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PostPosted: Tue Dec 04, 2012 10:36 pm
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Ninja with a machine gun. Nice!
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PostPosted: Thu Dec 06, 2012 4:18 am
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Well as is the norm with me I find myself focusing alot on the graphics portion, but mapping is following.
Its amazing what you can do with these textures with some slight color modifications and additional details.


We all live in a cyan submarine, a cyan submarine


Everybody do the jailhouse rock!

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PostPosted: Thu Dec 06, 2012 6:05 am
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Amazing! More cyan!
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PostPosted: Thu Dec 06, 2012 6:26 am
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Loving those colours! Smile
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PostPosted: Thu Dec 06, 2012 11:19 am
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Great work! Very promicing!

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PostPosted: Thu Dec 06, 2012 6:09 pm
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The Jailhouse Rock stones are awesome. Too Cool
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PostPosted: Sat Dec 08, 2012 11:32 am
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This guy won't appear in v1.1 (or any version) of the tech demo (I put him into a separate wad and summoned him into a tech demo map using cheats) but he will somewhere else...

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PostPosted: Sun Dec 09, 2012 1:39 pm
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Suggestions?

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